ZOS_BrianWheeler wrote: »We have been making changes to abilities bit by bit to save calculation cycles on the server. Using the example of Hemorrhage, this ability would check an area around the size of a 2700 meter circle around the Nightblade which critically hit. The Hemorrhage ability would then apply a bonus (minor Savagery) to all allies in that area.
"All allies" can be 1 ally or 100 allies, but the ability system first needs to get ALL the entities in that area first...monsters, players, siege weapons, friend and foe, then sort that list out to find allies, then apply the bonus to them. Changing the ability to Group only cuts out a lot of sorting the server would have to do. That change has helped a little bit, but not a ton, so obviously we're still digging.
AbraXuSeXile wrote: »AbraXuSeXile wrote: »All you got to do is look at what you changed in 1.2.3, this was where it all went wrong.
Latency and FPS was flawless before then.
Brian answered this question in the last ESO live. He said that they investigated the lightening patch and they concluded that there is no issues with it. The problem with the performance is noticeable around 1.2.3 because most of the players reached high rank at that time and more passive should be calculated.
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
try not to zerg arround at azuras for one week, im sure you will notice how mutch better it will be..........
AbraXuSeXile wrote: »AbraXuSeXile wrote: »All you got to do is look at what you changed in 1.2.3, this was where it all went wrong.
Latency and FPS was flawless before then.
Brian answered this question in the last ESO live. He said that they investigated the lightening patch and they concluded that there is no issues with it. The problem with the performance is noticeable around 1.2.3 because most of the players reached high rank at that time and more passive should be calculated.
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
try not to zerg arround at azuras for one week, im sure you will notice how mutch better it will be..........
You act like there has never been lag in this game except for Azura. You have been here long enough to know it's not just Azura and it's not just zerging. Even if it was zerging, the game was designed for large group battles. They need to fix the lag regardless of how players play. As far as Azura specifically, you can be standing in High Rock and still lag out.
Same was with Thornblade. Seems as once this servers get heavily play, they start to die. And this is even with ZOS cutting back the pop lock multiple times. Now 2 groups of 24 fighting (sometimes even less) can completely lag out the server. There is simply no excuse for this as a game company.
To see them spend $1M on trying to buy back players is sickening when the money could have been spent to fix the game. 2 months from now there will be the same amount of players, the game will still be broken, and $1m will have been thrown away by ZOS.
/rant off
Also keep in mind that BwB is not nearly as full as the vet campaign during prime time, I don't think that's the best comparison to come to the conclusion that it's abilities that are causing lag. At this point I'm willing to try anything to fix cyrodiil
@ZOS_BrianWheeler
My personnal suggestions :
- Reduce the actual population cap by another 20%
- Reduce the number of campaign to 3
- Reduce the max group size of Trueflame to 16 and Haderus to 8
Reducing the amount of campaigns will make the remaining ones more competitives and will incentive the large guilds all stacked on Azura Star at the moment to spread out across the 3 campaigns making the overall PvP experience at primetime more enjoyable with less performance issues, especially on Azura Star.
ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
@ZOS_BrianWheeler
My personnal suggestions :
- Reduce the actual population cap by another 20%
- Reduce the number of campaign to 3
- Reduce the max group size of Trueflame to 16 and Haderus to 8
Reducing the amount of campaigns will make the remaining ones more competitives and will incentive the large guilds all stacked on Azura Star at the moment to spread out across the 3 campaigns making the overall PvP experience at primetime more enjoyable with less performance issues, especially on Azura Star.
I would rather not see another reduction in the number of players able to join, it already feels like a wasteland sometimes.
Agree with campaign reductions fully.
Reducing group size doesn't change anything, people will just make two groups and follow each other.
Joy_Division wrote: »ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
The top PvP blob guilds did not run nightly in BwB and on the of chance they did, it was a more casual atmosphere that did away with the highly structured "stack on crown" tactic.
Joy_Division wrote: »ZOS_BrianWheeler wrote: »In the case of BwB vs. "Vet Campaign X" we're looking at the XBOX where Haderus and BWB have quite literally the same population and BWB performance is great vs. Haderus' which isn't.
When PC switched over to Tamriel Unlimited, the same thing was noted with BwB vs. Azura in which case both had the same population and the same comparison was seen there.
The top PvP blob guilds did not run nightly in BwB and on the of chance they did, it was a more casual atmosphere that did away with the highly structured "stack on crown" tactic.
That is an absolute fabrication (or perhaps just ignorance/not seeing it). Most of the major guilds ran lowbies for quite a period of time (in many cases because emp farming was easier, or in most other cases because lag was less and balance was better). Hell there are ballgroups TODAY in blackwater.
You must have never seen the red or yellow ball of doom six months ago there. That... was painful to watch. More especially because TTK was so so high on the campaign, no one died, crashing into each other, the engagement often stalemated midfield or in a keep for an hour before enough finally would go down for a side to gain a decisive advantage. Even then, cleanup could take 10-20 minutes.
ZOS_BrianWheeler wrote: »The number of campaigns will be getting adjusted in Thieves Guild when we get some tech online that allows players to assign any alliance to any campaign.
/cast firedragonscale for reflect
im no expert but has anyone checked if animation cancelling contributes to lag? say 20 -30 ppl onscreen, spamming 4 abilities in 2 seconds, creating a bottleneck of calculations crammed into a small time frame? just brainstorming a bit
*hides*
ZOS_BrianWheeler wrote: »The number of campaigns will be getting adjusted in Thieves Guild when we get some tech online that allows players to assign any alliance to any campaign.
AbraXuSeXile wrote: »AbraXuSeXile wrote: »All you got to do is look at what you changed in 1.2.3, this was where it all went wrong.
Latency and FPS was flawless before then.
Brian answered this question in the last ESO live. He said that they investigated the lightening patch and they concluded that there is no issues with it. The problem with the performance is noticeable around 1.2.3 because most of the players reached high rank at that time and more passive should be calculated.
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
try not to zerg arround at azuras for one week, im sure you will notice how mutch better it will be..........
You act like there has never been lag in this game except for Azura. You have been here long enough to know it's not just Azura and it's not just zerging. Even if it was zerging, the game was designed for large group battles. They need to fix the lag regardless of how players play. As far as Azura specifically, you can be standing in High Rock and still lag out.
Same was with Thornblade. Seems as once this servers get heavily play, they start to die. And this is even with ZOS cutting back the pop lock multiple times. Now 2 groups of 24 fighting (sometimes even less) can completely lag out the server. There is simply no excuse for this as a game company.
To see them spend $1M on trying to buy back players is sickening when the money could have been spent to fix the game. 2 months from now there will be the same amount of players, the game will still be broken, and $1m will have been thrown away by ZOS.
/rant off
@ZOS_BrianWheeler
My personnal suggestions :
- Reduce the actual population cap by another 20%
- Reduce the number of campaign to 3
- Reduce the max group size of Trueflame to 16 and Haderus to 8
Reducing the amount of campaigns will make the remaining ones more competitives and will incentive the large guilds all stacked on Azura Star at the moment to spread out across the 3 campaigns making the overall PvP experience at primetime more enjoyable with less performance issues, especially on Azura Star.
I would rather not see another reduction in the number of players able to join, it already feels like a wasteland sometimes.
Agree with campaign reductions fully.
Reducing group size doesn't change anything, people will just make two groups and follow each other.
VincentBlanquin wrote: »"abilities bit by bit"
this you should doing from day one and you present it as new solution, pathetic
VincentBlanquin wrote: »"abilities bit by bit"
this you should doing from day one and you present it as new solution, pathetic
No need to be rude.
AbraXuSeXile wrote: »AbraXuSeXile wrote: »All you got to do is look at what you changed in 1.2.3, this was where it all went wrong.
Latency and FPS was flawless before then.
Brian answered this question in the last ESO live. He said that they investigated the lightening patch and they concluded that there is no issues with it. The problem with the performance is noticeable around 1.2.3 because most of the players reached high rank at that time and more passive should be calculated.
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
Valen_Byte wrote: »AbraXuSeXile wrote: »AbraXuSeXile wrote: »All you got to do is look at what you changed in 1.2.3, this was where it all went wrong.
Latency and FPS was flawless before then.
Brian answered this question in the last ESO live. He said that they investigated the lightening patch and they concluded that there is no issues with it. The problem with the performance is noticeable around 1.2.3 because most of the players reached high rank at that time and more passive should be calculated.
Its a lie, i was running a train before 1.2.3 getting into 3 way fights with other trains. No lag.
lighting patch gave us weeks of issues and never recovered, when they fixed fps the latency was broke.
Truth.
Lighting patch IS where it all went wrong. NEVER had lag before then. HUGE battles, the likes of which have never been seen again.
My jaw hit the floor the first time I saw a major battle in Cro. There were hundreds of players on my screen. No lag whatsoever.